Code:
-- Called when the weapon is created.
function onInit( )
_SWEPSetSound( MyIndex, "single_shot", "Weapon_tmp.Single" );
end
-- Weapon settings.
-- These are only accessed once when setting the weapon up
function getWeaponSwapHands()
return true;
end
function getWeaponFOV()
return 74;
end
function getWeaponSlot()
return 2;
end
function getWeaponSlotPos()
return 3;
end
function getFiresUnderwater()
return true;
end
function getReloadsSingly()
return false;
end
function getDamage()
return 15;
end
function getPrimaryShotDelay()
return 0.05;
end
function getSecondaryShotDelay()
return 0.5;
end
function getPrimaryIsAutomatic()
return true;
end
function getSecondaryIsAutomatic()
return true;
end
function getBulletSpread()
return vector3( 0.01, 0.01, 0.01 );
end
function getViewKick()
return vector3( -0.2, 0.3, 0.3);
end
function getViewKickRandom()
return vector3( 0.4, 0.1, 0.1 );
end
function getViewModel( )
return "models/weapons/v_smg_tmp.mdl";
end
function getWorldModel( )
return "models/weapons/w_smg_tmp.mdl";
end
function getClassName()
return "weapon_tmp";
end
function getPrimaryAmmoType()
return "357";
end
function getSecondaryAmmoType()
return "357";
end
-- return -1 if it doesn't use clips
function getMaxClipPrimary()
return 30;
end
function getMaxClipSecondary()
return -1;
end
-- ammo in gun by default
function getDefClipPrimary()
return 64;
end
function getDefClipSecondary()
return -1;
end
-- pistol, smg, ar2, shotgun, rpg, phys, crossbow, melee, slam, grenade
function getAnimPrefix()
return "pistol";
end
function getPrintName()
return "tmp";
end
-- 0 = Don't override, shoot bullets, make sound and flash
-- 1 = Don't shoot bullets but do make flash/sounds
-- 2 = Only play animations
-- 3 = Don't do anything
function getPrimaryScriptOverride()
return 0;
end
function getSecondaryScriptOverride()
return 3;
end
function getDeathIcon( )
return "d_tmp";
end
Edit by Pac: Ich sagte im [code] Tag!